using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Asteroids.Entities;
using Asteroids.Entities.Components;
using Asteroids.Entities.EntityProcessors;
using Asteroids.Graphics;

namespace Asteroids
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class AsteroidsGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        EntityManager manager;

        const string _render = "RenderGroup";
        const string _update = "UpdateGroup";
        const string _playerGroup = "PlayerGroup";

        public AsteroidsGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            manager = new EntityManager();
            IsMouseVisible = true;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            var entity = manager.CreateEntity();

            entity.AddComponent(new TransformComponent());
            entity.AddComponent(new VertexPrimitiveRenderComponent());
            entity.AddComponent(new PhysicsComponent());
            entity.AddComponent(new PlayerControllerComponent());

            entity.QueryComponent<TransformComponent>().Location = new Vector2(120, 120);
            var component = entity.QueryComponent<VertexPrimitiveRenderComponent>();
            component.Model =
                new Graphics.VertexPositionColor2D[]
                {
                    new VertexPositionColor2D() { Position = new Vector2(0, 2), Color = Color.White },
                    new VertexPositionColor2D() { Position = new Vector2(1, -1), Color = Color.White },
                    
                    new VertexPositionColor2D() { Position = new Vector2(1, -1), Color = Color.White },
                    new VertexPositionColor2D() { Position = new Vector2(-1, -1), Color = Color.White },
                    
                    new VertexPositionColor2D() { Position = new Vector2(-1, -1), Color = Color.White },
                    new VertexPositionColor2D() { Position = new Vector2(0, 2), Color = Color.White }
                };

            component.Scale = 8.0f;
            component.PrimitiveType = PrimitiveType.LineList;

            manager.AddProcessor(new PrimitiveRenderingProcessor(this.graphics), _render);
            manager.AddProcessor(new PlayerEntityProcessor(manager), _update);
            manager.AddProcessor(new PhysicsEntityProcessor(default(Vector2), new Vector2(50, 50)), _update);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;

            manager.ProcessEntities(delta, _update);

            // TODO: Add your update logic here
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            manager.ProcessEntities((float)gameTime.ElapsedGameTime.TotalSeconds, _render);
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
